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The first thing I'm seeing is issues with wobbliness; particularly in the foot placement. If you watch the black stick on the far right in the first few frames you'll see his feet sliding back and forth while they're on the ground. It's something which stands out when you're off by even a pixel or two so it's something you need to get into the habit of pinning down. If you were using pivot you could create a stk with one joint and 0 thickness which would act as a marker and make sure you kept your place each frame. I have no idea if there's anything similar you can do in Stick Nodes. You might have to get creative. If there's no other choice, flick back and forth between frames every time you make a new one and focus on the feet, making sure they're not sliding around at all. This is such an important and difficult part of animation that apparently professional animators will do their best to make sure you can't see their characters' feet. So that's another thing you can do - zoom out a bit so that there's nothing obviously touching the floor.

The other main point that comes up for you is easing. Make sure that every movement starts off slowly before accelerating up to speed. The first frame of any movement should be moving by just one pixel, or maybe two if it's a really fast movement. It helps the viewer's eye keep track of where everything is going.

Aside from that it's looking really good. Your scenes seem natural and you have a really good overall image of what you want the animation to look like. Some animations you see and think "this guy has a long way to go before he's anywhere near what he's aiming for", but this is a good animation which just needs a little tuning up. A couple of movements might not work any more once you're easing them, but it's better to sacrifice stuff like that because it could never have looked right.

artwork by Mantha, 'cos she's the bestestYou will kneel before me and you will confess that I am God.

The first thing I'm seeing is issues with wobbliness; particularly in the foot placement. If you watch the black stick on the far right in the first few frames you'll see his feet sliding back and forth while they're on the ground. It's something which stands out when you're off by even a pixel or two so it's something you need to get into the habit of pinning down. If you were using pivot you could create a stk with one joint and 0 thickness which would act as a marker and make sure you kept your place each frame. I have no idea if there's anything similar you can do in Stick Nodes. You might have to get creative. If there's no other choice, flick back and forth between frames every time you make a new one and focus on the feet, making sure they're not sliding around at all. This is such an important and difficult part of animation that apparently professional animators will do their best to make sure you can't see their characters' feet. So that's another thing you can do - zoom out a bit so that there's nothing obviously touching the floor.

The other main point that comes up for you is easing. Make sure that every movement starts off slowly before accelerating up to speed. The first frame of any movement should be moving by just one pixel, or maybe two if it's a really fast movement. It helps the viewer's eye keep track of where everything is going.

Aside from that it's looking really good. Your scenes seem natural and you have a really good overall image of what you want the animation to look like. Some animations you see and think "this guy has a long way to go before he's anywhere near what he's aiming for", but this is a good animation which just needs a little tuning up. A couple of movements might not work any more once you're easing them, but it's better to sacrifice stuff like that because it could never have looked right.

My newest 44 second long animation. CC is what I need. (since this was an upload 4 months ago) I'm creating a new project which will be a very very lengthy animation which I hope I can complete within a few months. I'll be back once again in the future with even more animations.

My newest 44 second long animation. CC is what I need. (since this was an upload 4 months ago) I'm creating a new project which will be a very very lengthy animation which I hope I can complete within a few months. I'll be back once again in the future with even more animations.

that is indeed very good. I can't even make scenes in different angles myself. You're getting pretty good.

My newest 44 second long animation. CC is what I need. (since this was an upload 4 months ago) I'm creating a new project which will be a very very lengthy animation which I hope I can complete within a few months. I'll be back once again in the future with even more animations.

Richard(Mgee) gave me this piece of advice that I think would be very applicable here.
Don't cover up bad movements, stiffness, etc. flaws with flashy effects and angles.
Yes, I was impressed with all the flash, but when you look past that, it isn't great.
Keep going!